Commit graph

1617 commits

Author SHA1 Message Date
Christoph Oelckers
7daa501a4d - removed all #include "compat.h" except the one in build.h
Still all compiles fine.
2021-12-14 12:24:10 +01:00
Christoph Oelckers
7e2431ebd8 - replaced the remaining content from compat.h 2021-12-14 10:15:58 +01:00
Christoph Oelckers
016a907c20 - replaced vec2_t with FVector2. 2021-12-14 10:07:06 +01:00
Christoph Oelckers
7546cf3a4b - replaced vec3f_t with FVector3. 2021-12-14 09:58:01 +01:00
Christoph Oelckers
a899055f50 - fixed: in palette emulation mode, assume all textures to be non-translucent.
These need to force an alpha test, which is disabled for textures with translucent texels.
2021-12-13 10:35:03 +01:00
Mitchell Richters
2253a418c7 - Tidy up some of the indentations that were badly resolved in the previous commits merge conflict. 2021-12-13 07:39:01 +11:00
Christoph Oelckers
054d81fc8e - fixed logic for discarding walls in new renderer.
The case being checked here may decide not to add the wall to the clipper but it must still be rendered.
Information for determining visibility is not sufficient in case of sector overlaps which can happen with rotating doors or poorly set up sector objects.

# Conflicts:
#	source/core/rendering/scene/hw_bunchdrawer.cpp
2021-12-12 19:40:17 +01:00
Christoph Oelckers
c2f29b8849 - fixed OOB write in section splitting code. 2021-12-12 09:42:45 +01:00
Christoph Oelckers
387a03c7ee - fixed triangulation via node builder for sectors with invalid walls.
The array indices were not properly adjusted for the missing elements an
2021-12-12 00:23:35 +01:00
Emile Belanger
9501215ef2 Revert "- disabled palette emulation for the GLES backend."
This reverts commit 8d9d3d5f8f.
2021-12-11 13:23:39 +01:00
Christoph Oelckers
10c6fde8d6 - reordered the init calls in engineLoadBoard.
sprite lists must be done after preparing the arrays, otherwise important bits get overwritten.
2021-12-11 12:51:07 +01:00
Mitchell Richters
853aab5513 - Update version.h. 2021-12-10 17:40:18 +11:00
Mitch Richters
cb91e23c75 - Clamp the return value in PitchToHoriz() between the range of an INT32 value, and fix some math in the PitchToBAM() and BAMToPitch() inlines. 2021-12-07 19:59:30 +11:00
Mitch Richters
acf38f7a21 - Make a number of CVARs in gamecvars.cpp saved as part of the global config.
Full list:
* `cl_weaponsway`
* `cl_viewbob`
* `cl_interpolate`
* `cl_slopetilting`
* `cl_showweapon`
* `cl_syncinput`
* `cl_hudinterpolation`
* `cl_loadingscreens`
2021-12-07 19:59:26 +11:00
Christoph Oelckers
c2baa68160 - fixed camera textures breaking in SW when restarting a level.
This was caused by attempting to delete the camera textures when cleaning up the mirror array.
The Build tile manager was not prepared for such a use case and left a broken texture behind.

To allow this to function it now resets the texture replacement type when deleting a tile and to avoid creating new camera textures these will now be stored in a cache and recycled later.
2021-12-02 21:40:43 +01:00
Christoph Oelckers
f765783437 - various small bits of cleanup. 2021-11-29 00:57:11 +01:00
Christoph Oelckers
e59d976691 - added .ssi to the list of known extensions for container files. 2021-11-29 00:57:11 +01:00
Christoph Oelckers
1de9c63d45 - fixed center aligned rendering of 2D content.
This calculates the centered pivot point in integer texel coordinate space so for odd numbers it must round down instead of using a fractional position.
2021-11-29 00:57:10 +01:00
Christoph Oelckers
6cec61683d - fixed incorrectly placed tileUpdatePicnum call in new renderer for sprites.
This was only in the regular sprite call and did not affect models or voxels.
2021-11-29 00:57:10 +01:00
Christoph Oelckers
18d1084f7c - fixed assignment of map hacks with multiple maps assigned.
The parser only ever added the last MD4 but not the others.
2021-11-29 00:57:10 +01:00
Christoph Oelckers
35c2d6d14e - fixed translucent voxel rendering. 2021-11-29 00:57:10 +01:00
Christoph Oelckers
793aaf242c - make upscaling of sky textures depend on the single tile size, not the entire composite texture. 2021-11-29 00:57:10 +01:00
Christoph Oelckers
2d806d415a - clear interpolations when starting a new map. 2021-11-29 00:57:09 +01:00
Mitch Richters
ca0464c139 - Change out of box default of cl_runmode to 0, which allows the bound run key to act like an autorun negator.
* Requested in https://forum.zdoom.org/viewtopic.php?f=342&t=73031.
2021-11-29 00:56:32 +01:00
Mitch Richters
8fefead4e5 - Remove cancellation of quick turn if mouse/keyboard/controller angle input is detected that was introduced in 2129d3b4e7.
* Requested in https://forum.zdoom.org/viewtopic.php?f=342&t=73231
* Neither EDuke32 nor GZDoom do this, so the rationale is we shouldn't either.
2021-11-29 00:56:32 +01:00
Christoph Oelckers
cd3288860a - fixed automap player drawing for follpw mode off in all games. 2021-11-29 00:56:32 +01:00
Christoph Oelckers
fcbb7320a8 - Duke/RR: added all checks needed for not letting Duke crash with noclip when not accepting -1 as a valid sector pointer.
All places that were causing a crash are now guared by calling 'insector()'.
2021-11-29 00:56:31 +01:00
Christoph Oelckers
baf36a321b - inside, haskey and removed unused processmove functions. 2021-11-29 00:56:30 +01:00
Christoph Oelckers
9b6d6eb7f9 - sector[] in render interface 2021-11-29 00:56:30 +01:00
Christoph Oelckers
a7634c4cad - Duke: use pointers in interpolation interface. 2021-11-29 00:56:27 +01:00
Christoph Oelckers
adf3133fdc - use sectnum and wallnum to get an index from pointers instead of subtracting the array base. 2021-11-29 00:56:26 +01:00
Christoph Oelckers
4e31360fe4 - cleaned up dragpoint
This still contained some code for EDuke32's TROR and used a shared static global array.
It now uses the BFSSearch class to manage its bit array to unlimit the size of its working set and to avoid reallocation.
2021-11-29 00:56:25 +01:00
Christoph Oelckers
7126aa22f4 - preparations in the map loader for dynamically sized data storage.
This also consolidates these parts for Blood with the other games.
2021-11-29 00:56:25 +01:00
Christoph Oelckers
c410b1be45 - glass stuff 2021-11-29 00:56:21 +01:00
Christoph Oelckers
7111b2470c - SW: use BFSSearch in TraverseBreakableWalls 2021-11-29 00:55:45 +01:00
Christoph Oelckers
2a51e5eca3 - fixed: BFSSearch did not mark its start sector as added.
As a result it could be added twice.
2021-11-29 00:55:44 +01:00
Christoph Oelckers
6fc43287b3 - redid Exhumed's BelowNear function.
Use BFSSearch, only run one iteration of the search and only run the search if the result is actually used.
2021-11-29 00:55:44 +01:00
Christoph Oelckers
12c26976f0 - GetClosestSpriteSectors: replace distance calculation with proper math.
No need to sample multiple points along the wall if we can just properly calculate the actual distance. :)
2021-11-29 00:55:44 +01:00
Christoph Oelckers
d2f0934726 - Blood: cleaned up GetClosestSpriteSectors
using BFSSearch now and avoiding pointless loop to avoid setting the checked bit.
The entire outcome was just as if the bit was never checked inside the loop, so do just that when not running in compatibility mode.
This simplifies the remaining code quite a lot because it now just needs to run over all walls with no special case considered.
2021-11-29 00:55:44 +01:00
Christoph Oelckers
b685163ab1 - Blood: extend all 16 bit fields holding sector or wall indices to 32 bit. 2021-11-29 00:55:41 +01:00
Christoph Oelckers
5bb805663e - Duke/RR: cleaned up the rest of hitradius* as well
Using wallsofsector iterator plus defining local variables more locally.
2021-11-29 00:55:40 +01:00
Mitch Richters
da7de8f1d8 - Harden the skill CCMD to test for valid skill range for loaded game, not the maximum size of the gSkillNames[] array which may not be completely filled. Also print valid skill names in addition to numbers to help the user. 2021-11-29 00:55:40 +01:00
Christoph Oelckers
821f341e03 - use BFSSearch in hitradius_d 2021-11-29 00:55:39 +01:00
Christoph Oelckers
a29e6c084a - BFSSearch class added
This was prompted by a bug that was recently introduced in one of the ad-hoc implementations of such a search.

Let’s better use a helper class to deal with the problems and help unify memory usage.
2021-11-29 00:55:39 +01:00
Christoph Oelckers
ad030d7e23 - Duke: SE20 + SE128 are wall-free
Also use symbolic constantfor SE_128 to make it easier to find.
2021-11-29 00:55:39 +01:00
Christoph Oelckers
58a091067f - use provided sector/wall iterators in cacheit functions 2021-11-29 00:55:39 +01:00
Mitch Richters
2a7d0e6fe3 - gi->AddExcludedEpisode(): Pass FString variable through as reference instead of by value. 2021-11-29 00:55:31 +01:00
Mitch Richters
974ca7bd1d - Remove a lot of reference values on primitive data types from Blood's QAV interpolation system. Also use move assignments on the ignoredata TMap when we're adding it to the game-side after processing it. 2021-11-29 00:55:31 +01:00
Christoph Oelckers
01abe7b2ac - addressed most unused/uninitialized variable warnings from MSVC. 2021-11-29 00:55:30 +01:00
Christoph Oelckers
f7fdc5af41 - address several warnings reported by GCC 11. 2021-11-29 00:55:29 +01:00
Mitch Richters
1906de5d0c - Adjust PlayerHorizon and PlayerAngle struct member scaletozero() to consistently return to zero at the same speed for synchronised and unsynchronised input at any framerate from 60 fps to at least 1000 fps. 2021-11-29 00:55:15 +01:00
Mitch Richters
e491d15ff9 - Move InputScale() out of inputstate.cpp and into i_time.cpp as I_GetInputFrac() to make it available to GZDoom for potential future requirements.
* As part of this, feed the output of `I_GetInputFrac()` to `gi->GetInput()` instead of having each game's virtual override calling it locally.
2021-11-29 00:55:01 +01:00
Christoph Oelckers
b7465ab67b - spriteGetSlope/spriteSetSlope take spritetype pointer arguments. 2021-11-29 00:53:41 +01:00
Mitch Richters
1228cb6044 - InputState::AddEvent(): Partially revert changes performed in 4d629e7de8 that were believed not necessary. This functionality is still needed in some of Exhumed's cutscenes that are performed in-engine and not as a screenjob. 2021-11-19 08:11:32 +11:00
Mitch Richters
4d629e7de8 - Make screenjob valid keys for skipping ignore the Alt key as its used for modifiers, and special keys like the screenshot bind.
* Partially revert 8bb13bc4c2 as its changes are no longer needed.
* Partially revert 9e40e49c2c as its changes are no longer needed.
* Fixes #577.
2021-11-18 20:59:07 +11:00
Mitch Richters
719724da53 - Ensure g_nextskill is re-initialised everytime a save is loaded.
* Fixes #582.
2021-11-18 20:06:33 +11:00
Christoph Oelckers
8f19dc12d8 - SW: code/data pointer saving cleanup.
* a large number of code pointer records were removed because none of these functions ever gets assigned to a pointer
* instead of looking up entries by index, do it by name. This is far less fragile and will survive deeper refactoring. The old storage by table index will break as soon as a single entry gets removed.

Since the old savegames got broken due to this problem recently it was a good time to change the setup.
2021-11-11 23:28:28 +01:00
Christoph Oelckers
a79f7a3784 - SW: use a dynamic array to track already visited sectors in TraverseBreakableWalls. 2021-11-11 21:57:55 +01:00
Christoph Oelckers
642088ed80 - let ValidateSprite print better messages when developer mode is set to warning and also call it for Blood. 2021-11-11 21:28:53 +01:00
Mitch Richters
6581d9d709 - InputScale(): Tidy up some math I just put in.
* Time for bed... *yarns*.
2021-11-10 22:23:59 +11:00
Mitch Richters
3c4afaa6ee - InputScale(): Add enabled-by-default scaler to returned value from function to correct drift that occurs as the frame-rate increases, taking into account different scaling ratios needed for differing ticrates. 2021-11-10 20:27:19 +11:00
Mitch Richters
5a33caa635 - InputScale(): Add enabled-by-default scaler to returned value from function to correct drift that occurs as the frame-rate increases, taking into account different scaling ratios needed for differing ticrates. 2021-11-10 20:13:06 +11:00
Christoph Oelckers
94b2b0af31 - widen sector index in engineLoadBoard to 32 bit 2021-11-09 00:07:00 +01:00
Christoph Oelckers
a5f51cfd88 - SW: migrate everything to the main clipmove function 2021-11-08 23:11:30 +01:00
Christoph Oelckers
5ba005276f Revert "- redid the 'inside' function."
This reverts commit c034c2a299.

While the function works, it is subtly different for points exactly on a line - enough to cause problems with Shadow Warrior's waypoint implementation.
2021-11-08 23:11:20 +01:00
Christoph Oelckers
c034c2a299 - redid the 'inside' function.
This is based on external information and does not use any of the original Build code.
Despite being a lot clearer than Build's bit masking voodoo and using 64 bit math to avoid overflows it is roughly 10% faster. :)

Code was moved to gamefuncs.cpp because this no longer falls under the Build license.
2021-11-08 21:29:21 +01:00
Christoph Oelckers
eeaa7f98f0 - inlines for validating sector and wall indices. 2021-11-08 18:56:10 +01:00
Christoph Oelckers
5d0c9a9fc8 - flush the network timer righr after loading and before starting a level.
Without this the entire load time may get registered as skipped frames-
2021-11-07 22:51:02 +01:00
Christoph Oelckers
60faceaf59 - Exhumed: fixed serialization.
The exhumedActors array was not written out, resulting in all kinds of strange effects.
2021-11-07 21:45:51 +01:00
Christoph Oelckers
6b6c3f26a5 - use wallsofsector in a few more places. 2021-11-07 18:08:22 +01:00
Christoph Oelckers
59df3b0e19 - added a little utility that allows iterating over the walls of a sector with C++ for's. 2021-11-07 17:27:05 +01:00
Christoph Oelckers
ae08ae1d8d - some leftover shorts plus utilities that ended up unused but may be useful later. 2021-11-07 16:46:23 +01:00
Mitch Richters
bb20827027 - processMovement(): Fix prescaling for Exhumed when using mouse or controller.
* Controller input before was too fast compared to other games, now it's 1:1.
* Mouse input when used without mouse look was too slow, now it's also 1:1 with the other games.
* `hid` in the context of `hidprescale` refers to 'Human Interface Device'.
2021-11-07 18:32:02 +11:00
Mitch Richters
b27f5e3be0 - gameinput.cpp/h: Internalise if statements used before calling PlayerHorizon and PlayerAngle class method scaletozero() into method itself. 2021-11-07 18:25:37 +11:00
Mitch Richters
72531e61db - gameinput.cpp/h: Consolidate all the return to zero code for angles and horizons into class members, using technique from horizoff as basis. 2021-11-07 11:37:12 +11:00
Christoph Oelckers
d20aa47adf - made sector parameter of updatesectorz an int and deprecated the short version. 2021-11-06 19:27:51 +01:00
Christoph Oelckers
83fe41e71e - made updatesector receive a 32 bit int pointer and deprecated the 16 bit variant. 2021-11-06 15:53:16 +01:00
Mitch Richters
a2a75fccc2 - Add support for Duke Nukem's Penthouse Paradise as shipped with the Zoom release of Duke Nukem 3D Atomic. 2021-11-06 23:26:56 +11:00
Mitch Richters
8cf115c444 - searchpaths.cpp: Patch in registry detection for Duke 3D Atomic + Expansions from Zoom on Windows.
* Fixes #567.
2021-11-06 22:59:56 +11:00
Mitch Richters
5050947dca - PlayerAngle::applyinput(): Consolidate some mostly duplicated code into a lambda. 2021-11-06 17:57:00 +11:00
Mitch Richters
1bb0c04e61 Revert "- Blood: Add mechanism to be able to force QAV interpolation based on picnum for testing purposes and not for end-user usage."
This reverts commit 276c000f9f.

* This was added for testing/debugging etc but it really doesn't work unless the QAV is built for it. As such, just get rid of it.
2021-11-06 17:32:55 +11:00
Mitch Richters
ed67d5d395 - PlayerHorizon::applyinput(): Only run through all the horizon to pitch and back code if we have input to process. 2021-11-06 15:34:10 +11:00
Mitch Richters
5f8c8fe0a4 - PlayerHorizon::applyinput(): Consolidate some mostly duplicated code into a lambda. 2021-11-06 15:07:28 +11:00
Mitch Richters
7499c84d0b - Add interpolatedhorizon() inlines to handle interpolating fixedhoriz objects without having to convert old and new values back to Q16.16 first. 2021-11-06 14:07:58 +11:00
Mitch Richters
5ec5321034 - gameinput.h/cpp: Abstract the angle/horizon adjustment math into a few inlines to avoid repetition and having to cast enums as doubles for C++20 compliance. 2021-11-06 14:07:53 +11:00
Mitch Richters
4c02663842 - PlayerAngle::applyinput(): Re-add addition of +/- 1. when returning rotscrnang to 0 lost long, long ago. 2021-11-06 14:07:36 +11:00
Mitch Richters
ab99b6b29d - PlayerHorizon::calcviewpitch(): Make returning horizoff to 0 speed uniform across all games. 2021-11-06 13:31:29 +11:00
Mitch Richters
91f6b2954c - binangle class: Tidy up missed C++20 warning fixed about enum used in floating-point arithmetic. 2021-11-06 10:27:04 +11:00
Mitch Richters
0eb4ff4ad2 - PlayerHorizon::calcviewpitch(): Provide commentary on how numeric literals used in function came to be and place into an enum for clarity. 2021-11-06 10:27:00 +11:00
Mitch Richters
1df2ba80ed - PlayerAngle::applyinput(): Provide commentary on how numeric literals used in rotscrnang/look_ang/spin math came to be and place into an enum for clarity. 2021-11-06 10:26:54 +11:00
Mitch Richters
8e8dfa9f9a - PlayerHorizon::applyinput(): Provide commentary on how numeric literals used in aim/look up/down and return to centre math came to be and place into an enum for clarity. 2021-11-06 09:30:03 +11:00
Mitch Richters
c424f7c8dd - processMovement(). Remove cl_exhumedoldturn CVAR and tidy up numeric literals in use.
* In our older codebase before the input code was refactored, Exhumed's turning was broken and was only applying the base factor of 12, significantly slower than the other games.
* Upon doing some testing in PCExhumed, I noticed their turning was faster as when the counter meets its target, the turn value is shifted left by 2, effectively making it 48: b90417ed8e/source/exhumed/src/player.cpp (L336-L337)
* Removed this CVAR because of this.
* Reworked turning code so that pressing left+right together cancel each other out and that pressing both doesn't call `updateTurnHeldAmt(scaleAdjust)` twice.
* Redid turn averages factoring in Exhumed's speeds, rounded off values and stored in an enum for clarity.
2021-11-06 09:28:47 +11:00
Christoph Oelckers
389f760d45 - address C++20 deprecation warnings with enums in floating point arithmetic. 2021-11-02 23:32:31 +01:00
Christoph Oelckers
86166f5e67 Revert "- xs_Float.h: Make all inlines return an unsigned value, and change previous unsigned inlines to signed."
Revert "- `xs_Float.h`: Add `getint()` getter to `_xs_doubleints` struct."
Revert "- SW: When adjusting horizon in `DoPlayerDeathHoriz()`, just use integer horizon values and not Q16.16."
Revert "- Duke (RR): Clean up some unnecessary `FixedToFloat()` usage with the `fixedhoriz` `asbuildf()` method."
Revert "- `binaryangle.h`: Use `constexpr` on inline functions where it was previously not possible to do so."
Revert "- `m_fixed.h`: Use `constexpr` on inline functions where it was previously not possible to do so."
Revert "- `xs_Float.h`: Convert header to `constexpr`."

This does nor work as it violates the constexpr rules for unions. The code will error out on compilation for accessing an inactive member of a union.
2021-11-01 20:25:38 +01:00
Mitch Richters
f3a2de92a4 - binaryangle.h: Use constexpr on inline functions where it was previously not possible to do so. 2021-11-01 23:37:31 +11:00
Mitch Richters
eb8b075727 - binaryangle.h: Change binangle bitshift operators to operate on signed value to properly handle angles > 1024. 2021-11-01 22:13:39 +11:00
Mitch Richters
0fe5ac6a56 - gameinput.h: Correctly use targetset() in PlayerHorizon and PlayerAngle structs. 2021-10-30 17:30:01 +02:00
Mitch Richters
15c4d38694 - gameinput.h: Add initial structure for PlayerPosition as companion to PlayerAngle and PlayerHorizon structs. 2021-10-30 17:30:01 +02:00
Mitch Richters
7ee4f49649 - gameinput.h: Remove some of the verticality from the PlayerHorizon and PlayerAngle structs. 2021-10-30 17:30:01 +02:00
Christoph Oelckers
6e0fbb2043 - removed templates.h includes. 2021-10-30 10:51:03 +02:00
Mitch Richters
b02a6a3ec9 - Replace MIN() from templates.h with version provided in STL. 2021-10-30 10:36:15 +02:00
Mitch Richters
9894729fc2 - Replace MAX() from templates.h with version provided in STL.
# Conflicts:
#	source/common/textures/hw_ihwtexture.cpp
#	source/common/utility/templates.h
2021-10-30 10:36:02 +02:00
Christoph Oelckers
57b638f26f - use std::clamp instead of our homegrown version. 2021-10-30 10:35:00 +02:00
Mitch Richters
879e2f3ce4 - Build: Promote sintable[] array values to precision Blood uses in prep for replacing Blood's costable[]. 2021-10-30 10:24:15 +02:00
Mitch Richters
3663c4c742 - Split out sine/cosine scaling from bsinf() and bcosf() into its own inline. 2021-10-30 10:24:14 +02:00
Mitch Richters
07fc3b77b1 - Privatise tosigned() method in binangle class. 2021-10-30 10:24:14 +02:00
Christoph Oelckers
f1b40b7878 - bumped savegame version for Exhumed. 2021-10-28 18:59:40 +02:00
Christoph Oelckers
c7d4779b7e - fixed some warnings. 2021-10-26 18:54:43 +02:00
Christoph Oelckers
1214f8ba00 - properly macro-fy parsed strings from Blood's INI. 2021-10-19 21:49:03 +02:00
Christoph Oelckers
d2beee587d - updated version.h. 2021-10-14 22:50:12 +02:00
Christoph Oelckers
562968262c - moved spriteMass into DBloodActor 2021-10-14 19:01:10 +02:00
Christoph Oelckers
62d0d3712e - use a sprite flag to mark mapped sprites.
This avoids another global array which needs to be addressed by sprite index.
2021-10-14 15:09:43 +02:00
Christoph Oelckers
8d9d3d5f8f - disabled palette emulation for the GLES backend.
Right now the shader does not support it and will require significant redesign to work well with the target hardware.
2021-10-13 00:09:18 +02:00
Christoph Oelckers
ff0c4359e0 - deleted unused inlines. 2021-10-11 23:03:11 +02:00
Hugo Locurcio
91ce22931d Add cvars to control automap line alpha and thickness
This can be used to improve automap readability on high-resolution
displays.
2021-10-11 22:30:39 +02:00
Christoph Oelckers
83944a7191 - fixed uninitialized light index variable for floor sprites. 2021-10-11 22:28:26 +02:00
Christoph Oelckers
29769dd673 - fixed engine code warnings pointed out by XCode 13. 2021-10-08 19:06:41 +02:00
Christoph Oelckers
0d4e0d72fb - fixed vertex generation when splitting walls by planes on old hardware. 2021-09-18 13:04:46 +02:00
Christoph Oelckers
e8187b4a99 - fixed bad serializers for vec2_t and vec3_t. 2021-09-12 18:42:58 +02:00
Christoph Oelckers
7f485bfab1 - split off the extended sprite flags into their own word.
Some code overwrites the cstat field entirely (thanks Duke, for being sloppy with this...!)
2021-09-12 18:26:35 +02:00
Christoph Oelckers
99ecfe133d - flag sprites for automapping regardless of the 'automapping' variable's value.
Duke should show its floor sprites, too.
2021-09-12 18:22:38 +02:00
Kevin Caccamo
2297c9351a Attempt to fix music replacement definitions again
Store per-map music replacements in a TMap, and perform the replacements after parsing the MAPINFO
2021-09-12 18:21:42 +02:00
Christoph Oelckers
6dcd7e2557 - do not crash on badly defined walls where the end point is missing. 2021-09-12 18:18:26 +02:00
Mitchell Richters
37f8fc8b0d - Allow disabling of load screens like how they were before the move of ScreenJob from native code to ZScript. 2021-08-26 10:34:00 +10:00
Mitchell Richters
f44d695245 - Fix some warning messages in the defineqav DEF parser. 2021-08-26 10:33:24 +10:00
Mitchell Richters
fd149e50ee - Remove early return from GrpScan() that was allowing addons to come through even if they weren't valid.
* Raze configured to only search $PROGDIR with a single `worldtour.grp` file would attempt to autoload even if its dependency CRC wasn't present. Attempted to re-arrange function but had mixed results. Removing this early return is what worked under all test cases.
2021-08-24 20:56:28 +10:00
Mitchell Richters
276c000f9f - Blood: Add mechanism to be able to force QAV interpolation based on picnum for testing purposes and not for end-user usage. 2021-08-23 20:54:30 +10:00
Mitchell Richters
a920fc5aef - Add support for first and last keyword for defineqav parser when process interpolate ignore block. 2021-08-23 15:34:30 +10:00
Mitchell Richters
23be5ffe8c - Add support for all keyword for defineqav parser when process interpolate ignore block, and ensure the lowest value can't be below 0. 2021-08-23 15:06:04 +10:00
Mitchell Richters
e68b793852 - Add some extra safety to defineqav parser to ensure some unsupported actions can't be performed. 2021-08-23 14:19:33 +10:00
Mitchell Richters
ddc7b3d730
Merge branch 'master' into master 2021-08-23 11:40:05 +10:00
Mitchell Richters
1ee6fd76c4 Merge branch 'blood-qavrework'
# Conflicts:
#	source/core/gamecvars.cpp
#	source/core/gamecvars.h
#	source/games/blood/src/weapon.cpp
2021-08-23 11:02:09 +10:00
Mitchell Richters
d7450e12f0 - Blood: Re-add interpolated weapon QAVs in an externalised, disabled-by-default fashion. 2021-08-23 10:55:08 +10:00
Mitchell Richters
916241dcdb - Blood: Implement defineqav DEF parser with hookup to game-side code. 2021-08-23 09:00:47 +10:00
Mitchell Richters
f67a09680e - Blood: Rename CVAR cl_bloodhudinterp to cl_bloodqavinterp. 2021-08-21 19:55:02 +10:00
carnivoroussociety
db9a413f21 Added new cl_bloodvanillaenemies CVAR
GetClosestSpriteSectors(): If newSectCheckMethod is set, then always test midpoints at least once
Use new CVAR for tiny Caleb/burning cultists/Cerberus fixes
Do not use new GetClosestSpriteSectors() fix for teslaHit() if vanilla explosions is set
Do not use GetClosestSpriteSectors() fix for enemies sight scanning if vanilla enemies is set
2021-08-19 14:26:53 +10:00
carnivoroussociety
6606f0bc5a Improved GetClosestSpriteSectors() detection
Enables/disables new sector searching behavior for dude owned explosions
Added new CVAR cl_bloodvanillaexplosions
Swap ExplosBehavior menu settings
2021-08-18 15:52:15 +02:00
Christoph Oelckers
a5e3a85c98 - changed palette lookup to consider the remapping of color 0 to 255.
This is to ensure that black maps to the proper index, even if there's duplicates.
2021-08-14 10:26:04 +02:00
Christoph Oelckers
bad2c2e55f - backend update from GZDoom
* replacement of 'long' in string code.
* palette removal in V_GetColor.
* fixes to DShape2D buffer management.
2021-08-14 10:04:45 +02:00
Christoph Oelckers
5d3f7947bf - avoid calling the node builder to triangulate degenerate sectors.
This tends to crash.
2021-08-14 09:48:05 +02:00
Christoph Oelckers
5aa27bad3b - flag SW's cutscenes as 'boss death only'. 2021-08-13 22:25:13 +02:00
Mitchell Richters
4a70f6efd0 - Allow ticrate to be specified to timer code, while still defaulting to GameTicRate. Move out I_GetBuildTime() from common code to gamefuncs.h as part of this.
* Allow specification of floating point ticrates as it's possible Blood's QAVs could have a fractional ticrate.
2021-08-05 14:52:55 +10:00
Mitchell Richters
17b2154e9a - Blood: Expose legacy 1.0 weapon handling game option as a CVAR. 2021-08-03 00:47:05 +10:00
Mitchell Richters
a9b75e7e7d - Blood: Put QAV interpolation code behind a CVAR for now until some final minor issues are resolved.
* Thanks to Dzierzan for testing and the reports.
2021-07-31 10:15:51 +10:00
Mitchell Richters
f6c7ed3984 - Blood: Restore originally intended isRunning code that never worked behind two CVARs to offer an alternative playing experience.
* `cl_bloodvanillarun` enables/disables the `isRunning` code that affects AI, bobbing and swaying.
* `cl_bloodvanillabobbing` enables/disables the `isRunning` code that affects bobbing and swaying, allowing only the `isRunning` AI changes.
2021-07-31 10:14:56 +10:00
Mitchell Richters
a67c126129 - Blood: Extend 99508e6f15 to find picnum of previous frame in all previous frame's tile indices if the current frame's tile index doesn't match.
* Allows more interpolation magic.
* Revealed an issue with `interpolatedanglef()` that was undetected. Removed in place of a binangle version returned as floating point build.
2021-07-29 19:23:00 +10:00
Mitchell Richters
019922dcf1 - Fix constexpr issue with interpolatedanglef() since fmod() isn't available as constexpr. 2021-07-29 18:38:07 +10:00
Mitchell Richters
99508e6f15 - Blood: Perform interpolation between frames for each tile coordinate when there is more than one frame and the picnum between frames match. 2021-07-29 17:39:22 +10:00
Christoph Oelckers
bd23ea144c - validate 'nextsector' fields on walls.
Build utterly relied on the map having these right and put the entire responsibility on the mapper.
There's maps, however which have bad values here causing either render glitches or crashes so these bad indices need to be fixed.
Two good examples where this causes problems are RR's E3L1 and the second map of SW's Last Warrior mod where this even glitches in Polymost.
2021-07-27 22:12:29 +02:00
Christoph Oelckers
1fde9f2173 - workaround to allow playing SW's Last Warrior mod in one go.
This disables the boss's death in L4 ending the game and just advances to the next level.
This seems to be the intent with this mod as the second episode starting at L5 is not defined and the first episode's subtitle advertises the full game.
2021-07-26 00:58:00 +02:00
Christoph Oelckers
a12dfbe1d8 - fixed bad operator grouping in cheat code. 2021-07-25 17:17:29 +02:00
Christoph Oelckers
5c5799c21f - quote argument for sending cheats from the chat editor. 2021-07-25 12:48:27 +02:00
Christoph Oelckers
dfb18ef9a9 - Duke/RR: Call Bowling lane reset code only when playing RR.
This may alter some tile references which will cause problems with hires replacements in Duke .
2021-07-25 12:43:03 +02:00
Christoph Oelckers
3864dcfc17 - adapted cheat input handler to treat spaces as '0' when entering parts of numeric fields. 2021-07-25 11:59:12 +02:00
Mitchell Richters
ef05eec531 - Change a68d5aae70 to not do a leading zero, but add an extra space of frameDelay less than 10.
* Thanks, Graf. It's better :)
2021-07-24 17:51:14 +10:00
Christoph Oelckers
8e8b3a32fe - fixed initialization pf upscale state properly.
This avoids indirectly calling FlushAll during startup.
2021-07-24 09:10:21 +02:00
Mitchell Richters
a68d5aae70 - Add leading zero to statFPS() output (vid_fps) so that the text doesn't bounce continually when alternating between 10 ms and <10 ms. 2021-07-24 15:40:47 +10:00
Mitchell Richters
c5f63b95e5 - Capitalise CPART07.AR_ and CPART15.AR_ in ProcessOptions(). The original files are in capitals and this is important as POSIX systems are case-sensitive. We can't cater towards every use-case but this should cover most bases.
* Fixes #308.
2021-07-20 19:06:45 +10:00
Mitchell Richters
675356be1a - Ensure g_nextskill is used everywhere so that setting skill for next level works properly. 2021-07-20 18:51:34 +10:00
Mitchell Richters
33845c4a23 - Add skill CCMD to return player's current skill, while also being able to set skill for next game.
* Fixes #332.
2021-07-20 18:50:58 +10:00
Mitchell Richters
77630dcbc7 - Rename DeferedStartGame() to DeferredStartGame(). 2021-07-20 18:43:17 +10:00
Mitchell Richters
4ac1376b9f - Make naming of multiplayer episode exclusion stuff from d0e6a7ea29 more generic and exclude invalid episodes from "Duke It Out in DC", "Duke Nuclear Winter" and "Duke Caribbean". 2021-07-19 12:24:47 +10:00
Mitchell Richters
ca65c4c9da - Allow ticker to lock input to player's angle and horizon without having to force use of synchronised input. 2021-07-18 19:25:41 +10:00
Christoph Oelckers
4ee93de36c - added 'endofgame' CCMD.
Not really good yet, but it does what's needed, i.e. write out the statistics for the current session.
2021-07-17 09:42:59 +02:00
Mitchell Richters
d77e143ee8 - allow palette emulation for indexed hightiles. 2021-07-17 07:40:13 +10:00
Christoph Oelckers
3e76f71f02 - support for indexed hightiles. 2021-07-17 07:40:05 +10:00
Mitchell Richters
d0e6a7ea29 - Allow CON-based games to have multiplayer episodes filtered from menu.
* Fixes #461.
* Fixes #462.
2021-07-16 20:55:29 +02:00
Christoph Oelckers
e3737d3330 - fixed texture lookup for hightile lookup.
Not all commands had the proper flags to also look in the root folder.
2021-07-13 08:38:24 +02:00
alexey.lysiuk
577c6cb374 - fixed crash when parsing malformed .def file
This fixes #439
2021-07-11 10:16:26 +03:00
Mitchell Richters
3e30869aeb - Remove some remains of Redneck Deer Huntin'. 2021-07-11 12:44:31 +10:00
Mitchell Richters
32283037ed - Use isWW2GI() in more places. 2021-07-11 12:42:33 +10:00
Mitchell Richters
fe652c9348 - Use isNamWW2GI() in more places. 2021-07-11 12:41:08 +10:00
Mitchell Richters
aa13b50504 - Use isRR() in more places. 2021-07-11 12:40:46 +10:00
Mitchell Richters
6894be4ad1 - Use the new isSWALL() wrapper everywhere. 2021-07-11 12:40:01 +10:00
Mitchell Richters
ffba10a7c5 - SW: Set default skill level to match original release and what the manual says is default. 2021-07-11 12:08:12 +10:00
Mitchell Richters
b5b9452adb - Optimise fFindDistance2D() to multiply by inverse rather than divide by a constant. 2021-07-10 22:08:48 +10:00
Mitchell Richters
5d7938c24e - SW: Rename cl_smoothsway to cl_swsmoothsway and enable by default 2021-07-10 22:07:05 +10:00
Christoph Oelckers
62a5a720e8 - Check for maps with bad setup of their wall lists.
Lo Wang In Time's map 11 does not include wall 0 into its sector, which caused crashes when trying to triangulate this sector.
2021-07-06 10:29:24 +02:00
Christoph Oelckers
e5cb1976d3 - disable texture name truncation for textures/ directory.
Unlike Doom, a similar limit does not exist here and must not be enforced. Any texture from this folder needs to be usable by its full name without extension to be able to replace named tiles.
2021-07-05 22:39:24 +02:00
Christoph Oelckers
2af2d29084 - add hitscan only autoaim for SW. 2021-06-26 12:18:27 +02:00
Christoph Oelckers
e9b2bf9e4e - shortened the message for not found game data and restrict to non-Windows systems. 2021-06-26 12:10:46 +02:00
Hugo Locurcio
a10018bc36 Display game data path when no game data files are found
This helps users find the location where they should place
game data files.
2021-06-26 12:06:35 +02:00
Christoph Oelckers
0f7d3d0cbb - streamlined and fixed game startup with '-map' option.
* Blood: Initialize global pointers in app_init so that they are not NULL.
* consider Mapinfo data when checking for a given level name.
* removed redundant level name output.
2021-06-26 10:11:50 +02:00
Christoph Oelckers
63bc36e3c4 - renamed some constants.
Manually copied from NBlood because the underlying code has changed too much already.
2021-06-24 14:14:16 +02:00
Mitchell Richters
acadd716f8 - For Unix systems, ensure that the root of the player's .config directory is scanned for content, not just subdirectories.
* Fixes #430.
2021-06-24 20:47:14 +10:00
Mitchell Richters
39983f8144 - Fix maps loaded from the command line starting with corrupted sectors.
* Starting game same way `map` CCMD does it for now.
2021-06-24 18:50:10 +10:00
Mitchell Richters
9645009b28 - Fix -map command-line argument not working.
* Fixes #441.
2021-06-24 18:49:26 +10:00
Emile Belanger
b6e76337e0 Fix so small font is displayed correctly 2021-06-20 16:34:26 +02:00
Christoph Oelckers
0069af02e7 - use a slightly higher depth bias for translucent elements.
These can otherwise cause z-fighting when being used with non-translucent floor and wall sprites.
2021-06-13 09:39:07 +02:00
Christoph Oelckers
5556756d43 - map fix for Hickston Swamp (RR mod) E1L3:
Wall sprite is placed in the wrong sector which makes the new renderer's far stricter checks to reduce sprite flicker fail to position it correctly.
2021-06-13 09:32:30 +02:00
Christoph Oelckers
15635ec7c8 - fixed crash when trying to triangulate broken sectors.
In these cases it is possible that the wall index may go below 0.
2021-06-11 23:18:46 +02:00
Christoph Oelckers
1cea743536 - restrict lookup of engine/engine.def to the main game files.
Mods should not use this to load their data.
2021-06-09 08:38:40 +02:00
Christoph Oelckers
9d36e61d3f - depth bias fixes. 2021-06-09 00:47:13 +02:00
Christoph Oelckers
a32489be31 - wall sprite positioning tweaks.
Turns out that a distance of one Build unit from a wall alone is not enough to render them glitch-free, some depth bias is still needed.
2021-06-09 00:31:54 +02:00
Christoph Oelckers
207298aeb4 - fixed compilation (again.) 2021-06-02 21:00:39 +02:00
Christoph Oelckers
7fa690082e - fixed cherry picked commit.
# Conflicts:
#	source/core/gamecontrol.h
2021-06-02 20:52:47 +02:00
Christoph Oelckers
f96521a7f4 - fixed: Floor sprites must set their view orientation.
The translucent element sorter needs this to operate properly.
2021-06-02 20:32:35 +02:00
Christoph Oelckers
3c5ef9c8e6 - properly render geometry that's fully shrouded in fog. 2021-06-01 21:48:39 +02:00
Christoph Oelckers
f0d2aef9d9 - fixed hires replacements for colorized font characters. 2021-06-01 11:29:39 +02:00
Christoph Oelckers
454816299e - reorganized loading of textures.
Due to dependencies on initializing some data in app_init it was not possible to cleanly set up the fonts.
This adds a game-side function for loading the entire palettes before starting with the texture data and another one for loading game-side texture data.
This now allows fully setting up the palettes before starting with the textures and to fully set up the textures before reading the .def files.

All this is needed because to properly initialize, the fonts need to be able to access the fully initialized texture state, including replacements and hires substitutions from the .def files.
2021-06-01 11:05:26 +02:00
Christoph Oelckers
1636ddc00e - set the main resource file's index in the file system.
Some checks need this.
2021-05-31 21:20:32 +02:00
Christoph Oelckers
25e57763af - implemented substitution for incomplete fonts. 2021-05-31 21:20:32 +02:00
Christoph Oelckers
9c60ab791b - implemented all needed font overrides for localization. 2021-05-31 21:20:31 +02:00
Christoph Oelckers
d174b61c3c - allow switching between the two Duke BigFonts and fix Y in Duke's BigFont13. 2021-05-31 21:20:31 +02:00
Christoph Oelckers
90bcba302e - layout adjustments for localized texts.
In particular SW's main menu was far too tightly spaced, allowing no room for accents.
2021-05-31 21:20:31 +02:00
Christoph Oelckers
af781e0422 - moved all font setup out of the C++ code.
All internal fonts now get defined through FONTDEFS.
Also fixing a few offsets.
2021-05-31 21:20:31 +02:00
Christoph Oelckers
cd56fd66d2 - RR: fixed advanced notify display's font size.
At some point the scale multiplier must have gotten lost, which with the twice as large fonts in this game resulted in text being too large.
2021-05-31 21:20:28 +02:00
Christoph Oelckers
2b8a80c6ce - added the out-of-bounds vertex handler to the secondary triangulator as well.
If SW does this, triangulation must not be attempted as it will inevitably fail.
2021-05-29 13:19:44 +02:00
Christoph Oelckers
db21313c96 - add some hackery to deal with WT's bosses.
This was the result of some gross change to the spawning code which suddenly changed the rules about minibosses.
To reduce the impact, it is only enabled for the "Alien World Order" maps.
2021-05-29 13:12:50 +02:00
Christoph Oelckers
2e9732ce79 - fixed new renderer's use of fog on skies: The palette value from the wall was used instead of the one from the sky plane. 2021-05-29 12:09:16 +02:00
Christoph Oelckers
8fae793341 - defined a new constant, CR_NATIVEPAL, to use the font functions with a predefined palette.
This is mainly for code clarification, the value is the same as CR_UNDEFINED.
2021-05-29 11:47:05 +02:00
Christoph Oelckers
d44500863b - removed the multiplayer scoreboard screens.
Since there is no plan to keep them in case MP gets implemented there's no need to maintain them.
These should later be replaced by a generic screen using a better font and a layout that takes higher resolutions into account.
2021-05-27 13:33:54 +02:00
Rachael Alexanderson
fd97da05b7 - allow UNC search paths on Windows 2021-05-26 10:47:36 -04:00
Christoph Oelckers
4ff4fa643b - rewrote the default translation handling to be compatible with luminosity translations. 2021-05-25 12:59:09 +02:00
Christoph Oelckers
8b1757eee2 - got rid of most of the font system's baggage that's no longer needed.
Mainly this means that it's no longer necessary to reorder the palette to get working translated glyphs, so the FFontChar1 class and the TranslatedPic member and its invasive handling could all be cleaned out.
All font operations now take place on true color data, with the sole execption of FSpecialFont's 'notranslate' handling.
2021-05-25 12:59:09 +02:00
Christoph Oelckers
372d425e01 - use luminosity translations for single lump fonts and let them use their original palette. 2021-05-25 12:59:08 +02:00
Christoph Oelckers
377829d6a2 - let hex fonts use the luminosity translations. 2021-05-25 12:59:08 +02:00
Christoph Oelckers
0bab333f36 - redid font translation so that it doesn't need to crush the font characters' color set to the base palette.
Right now it creates a special type of luminance translation that can operate on a true color bitmap.
2021-05-25 12:59:08 +02:00
Christoph Oelckers
0b181c67b9 - don't skip lines when an empty one gets deleted. 2021-05-23 17:22:29 +02:00
Christoph Oelckers
f212421547 - don't let the triangulator choke on empty sectors. 2021-05-23 17:19:01 +02:00
Christoph Oelckers
8aed9063f8 - sector splitting hack for SW $bath.map. 2021-05-23 17:06:47 +02:00
Christoph Oelckers
572f45ca53 - delete lines in proper order when eliminating a pair.
Deleting the lower one first will delete the wrong second one.
2021-05-23 16:36:06 +02:00
Christoph Oelckers
b2545f8042 - PlayMusic script function. 2021-05-23 16:21:04 +02:00
Christoph Oelckers
d98a567597 - halt the game timer when setting up a cutscene and when starting movie playback.
These are both lengthy operations that can take several 100s of milliseconds, so when starting a streaming video they can throw off the timing quite significantly.
With this the intermissiondelay counter could be removed as it was only there to flush the accumulated time before starting video playback.
2021-05-23 14:36:54 +02:00
Christoph Oelckers
cc1def8d77 - fixed: When the node builder is used for triangulation, all zero-length lines must be eliminated first.
These can cause triangulation errors.
2021-05-23 09:16:30 +02:00
Brian Koropoff
bea0379830 Fix off-by-one error in group search
This could be hit when loading raze.pk3 from the build directory while
the file search path contains only one grp file
2021-05-23 08:51:32 +02:00
Brian Koropoff
9394ebe768 Resolve raze.pk3 via search paths
Linux installs typically don't have it next to the program binary
2021-05-23 08:51:32 +02:00
Christoph Oelckers
0c6e2f0c9e - silenced some warnings. 2021-05-22 15:34:04 +02:00
Christoph Oelckers
d7a47b2f3a - route all accesses to gameaction from the backend through the sysCallbacks.
gameactions are frontend specific so this needs to be decoupled.
2021-05-22 13:02:34 +02:00
Christoph Oelckers
5337513044 - ported GZDoom's subtitle drawer to the cutscene framework.
For later use, this isn't used yet.
2021-05-22 10:26:53 +02:00
Christoph Oelckers
f69fe334fc - removed duplicate variable. 2021-05-22 09:22:30 +02:00
Christoph Oelckers
0d793a59fd - moved the cutscene core to 'engine'.
More adjustments for making this code compatible with GZDoom.
2021-05-22 02:15:49 +02:00
Christoph Oelckers
e10bcf6294 - split the screen job code into a generic and a Raze specific part.
Preparations for porting this to GZDoom.
2021-05-22 01:35:50 +02:00
Christoph Oelckers
264d42179e - optimized the wall drawer a bit to avoid repeated calls to the render API's deoth bias function.
The setters in FRenderState should check if the value actually changes and the wall drawer should only call it for non-translucent wall sprites.
2021-05-21 19:07:22 +02:00
Christoph Oelckers
4bb57cfab5 - fixed flickering floor sprites.
The SetDepthBias call was somehow gotten lost.
2021-05-21 19:03:39 +02:00
Christoph Oelckers
234f303348 - fixed typo in line segment culler. 2021-05-21 18:40:34 +02:00
Christoph Oelckers
f7a424cd06 - fixed precision issues with GetClosestPointOnWall for orthogonal lines.
The math failed for some large wall sprites (e.g. Blood E2M4, sprite #181), and in orthogonal cases it is better anyway to perform direct checks of the coordinates
2021-05-21 18:25:30 +02:00
Christoph Oelckers
b0cc5c14e2 - fixed bad argument count in ScreenJobRunner.Validate call. 2021-05-21 17:32:36 +02:00
Christoph Oelckers
24dbfc7827 - fixed BunchInFront to do a more thorough comparison in case it encounters colinear walls. 2021-05-21 14:32:01 +02:00
Christoph Oelckers
716b8840af - when using the node builder to triangulate sectors we must delete overlapping walls.
The node builder can create bad geometry from them because it does bad ordering when two lines facing in opposite directions overlap.
2021-05-21 14:32:01 +02:00
Christoph Oelckers
079a95a0a3 - use a higher depth bias for non-orthogonal wall sprites.
Due to minor angular inaccuracies they are more sensitive to z-ordering than orthogonal ones when things are closely stacked.
2021-05-21 14:32:01 +02:00
Christoph Oelckers
d572e56839 - removed the indirection for the global arrays.
No idea what part of EDuke32 needed this, but it is not necessary.
2021-05-21 14:32:01 +02:00
Cacodemon345
75ecd173b6 Destroy FStartupScreen before initializing video
Fixes terminal output cutoff on console tab completion on Unix systems.
2021-05-20 19:32:48 +02:00
Christoph Oelckers
be97ee04f9 - re-enable flat sprite rendering.
This was commented out for testing but forgotten afterward.
2021-05-20 19:21:14 +02:00
Christoph Oelckers
5cfd810311 - new renderer: take fog properties for walls and ceilings from the proper elements. 2021-05-20 19:17:21 +02:00
Christoph Oelckers
b5358bc03c - fixed typo in wall sprite offsetting code. 2021-05-20 18:25:19 +02:00
Christoph Oelckers
d4eb54d686 - render free standing wall sprites without depth bias.
Otherwise they can end up badly ordered with walls.
2021-05-20 12:36:35 +02:00
Christoph Oelckers
e99567cd70 - fixed bad array of arrays access in sector splitting code. 2021-05-20 00:30:54 +02:00
Christoph Oelckers
5fd41ab910 - new renderer: draw the fog layer for skies.
Code was active but alpha wasn't set.
2021-05-18 00:42:45 +02:00
Christoph Oelckers
24ce5d6130 - Exhumed: fix animation stopping for inventory torch item.
I have no idea how the old code could ever work...
2021-05-16 20:25:56 +02:00